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Running Head: ePortfolio-based Games Curriculum
Getting a Head Start: Using ePortfolio to Enhance Game Design Curricula
Seth A. Hudson
George Mason University
EDIT 895: Emerging Issues in Instructional Technology
Dr. Kevin Clark
October 26th, 2011
Getting a Head Start
Abstract
This paper asserts that college-level computer game design programs should
adopt electronic portfolios to enhance deep learning in the curriculum, professional
development of students, and programmatic assessment. Coupling concepts from
portfolio design in the liberal arts with current trends in the game industry, the paper
identifies clear connections between a traditional learner portfolio and the electronic web-
based portfolio now prevalent in the games industry. Challenges regarding the
implementation of this system will also be discussed along with solutions. A strong
recommendation is made that new game design programs adopt these practices in a way
that aligns with industry standards and academic practice, improving instruction,
professional development, assessment, and recruiting.
Keywords: ePortfolio, digital learner portfolio, game design, professional
development, assessment, curriculum, game design industry
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Introduction
Game Design as a discipline in higher education is still emerging. Pulled between
an industry-centered focus and one that honors the spirit of liberal arts education,
programs still search for their footing. Additionally, the climate of scrutiny surrounding
assessment and accreditation, specifically the call for value-added employment numbers,
calls for a novel way to help students break into this difficult to access industry. Best
practices are yet to be adopted by some young programs, while the more established are
still open to change given the dynamics of the field. As there are few models to borrow
from, programs must look elsewhere for inspiration in devising tools for evaluation and
assessment that suit the needs of students and faculty in regards to learning and
professional development. Borrowing from the traditional liberal arts learner portfolio
and current industry standards is the way forward. Combined, the thinking behind the
portfolio process in each discipline can aid a game design curriculum by promoting deep
learning and solid assessment practices while giving students a head start in professional
development. Looking at instruction, recruitment, assessment, and the relevance of these
concepts to the industry and university, the following will discuss and evaluate
implementing an ePortfolio-based curriculum.
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Industry Standards
Industry relies on portfolio already. Stated bluntly, a “personal website is the best
way to organize and present your work” when seeking employment in the game design
industry (Moore & Novak, 2012, p. 131). Unfortunately for students, though, no clear
guidelines for content and/or format currently exist (Hoekstra, 2003). This problem is
compounded by the fact that currently the industry does not value a bachelor’s degree in
game design (Dille & Zuur Platten, 2007). There is space to develop a uniquely useful
ePortfolio format that establishes credibility of a new degree program for those in the
game industry, those at the university, and students who may be considering a particular
school. Beyond the quality of instruction and resources available, game design programs
must show the relevance of a liberal arts education to the game design studio
environment.
The roles in game development vary greatly. Perhaps obviously, applicants must
find a way to present their strengths in the discipline related to the position, i.e.
animation, audio design, programming, etc. Young (2002) describes student perceptions
of the portfolio process and how they relate to the job market. Many of the students see
the potential of a multimedia presentation of their skills in interviews and the job search
process. Early on in ePortfolios, students found great advantage as using one set them
apart from other applicants, but as the ePortfolio is fairly standard in the game industry,
this benefit is less pronounced. Centering a game design curriculum around the portfolio,
however, increases the student site’s effectiveness.
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A program geared towards professional development can incorporate the
ePortfolio rather seamlessly into the current required courses. After all, many projects
are digital already, and ePortfolios are the most efficient way to communicate these assets
and skills to employers (Nikirk, 2008). Requiring students to submit assignments via
their personal site forces students to keep track of their work for when the time comes to
apply for jobs. Instructors then have the opportunity to view the student’s progress in
other courses so they can get a sense of the individual and perhaps enhance instruction—
this can also improve student-teacher relationships and mentoring.
Borrowing from the reflective practice of the traditional learner portfolio, students
will also begin to construct a context around their work and revisit it accordingly. This
benefits instruction as it promotes further revision beyond the 15-week semester.
Students begin to see their studies as a longer process of growth rather than a linear
progression of grades and course credits. Ideally, this way of thinking will translate to
game design students’ other coursework, professional activities, and life experiences.
Hoekstra (2003) follows the general thinking that the portfolio is “worth” more than the
degree in the game industry. It would make sense, then, to have the ePortfolio highlight
the entire depth and breadth of the undergraduate course of study to show how the other
coursework in the humanities, arts, and sciences have enriched the student/applicant—at
least, students can hope the sum total of these experiences can break a tie with an equally
qualified candidate with no degree
.
Faculty/Student Buy-In
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This paper makes an assumption: when the technical skills sought are equal
among candidates, those who incorporate a demonstration of their critical thinking and
general creativity gain an advantage. Currently, game design degrees aren’t given much
value in the industry, but they are gaining esteem gradually (Dille & Zuur Platten, 2007).
Over time those who hold these degrees may prove their value through excellent work,
but finding a way to communicate the relevance of the entire four years worth of study
will enhance a student’s prospects immediately. Courses in western civilization,
literature, psychology, physics, etc. can all inform game design. Incorporating those
elements from the general education curriculum into the ePortfolio can set students apart,
so the buy-in comes not only from potential for job prospects, but for contextualizing the
entire degree.
Education purists hold that the sole point of the portfolio/ePortfolio is to
encourage deeper learning through reflection; this exercise is for personal development
and not for the job market (Lopez-Fernandez & Rodriguez-Illera, 2009). The game
design ePortfolio must be specifically augmented in a way that is industry-friendly, rather
than industry-focused. In other words, industry relevance does not necessarily prevent
personal growth. In fact, incorporating industry conventions and standards into the
reflective practice allows one to identify employment that recognizes their individuality
and better utilizes his or her strengths.
Indeed, some that recruit for major studios may not immediately see the relevance
of such additions just as some employers look only for the skillset necessary to fulfill
tasks (Young, 2002). It would be sound advice for students to keep a separate
“professional only” site for these occasions, including only the standard demos that are
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usually presented (Mencher & Crosby, 2003). Asking undergraduates—making it into an
industry where standard conventions are only just coming to bear is no easy task—to
make the extra effort toward a learner portfolio project with no immediate benefit might
be difficult. Those who mentor and advise students must quickly do away with the
notion that jobs are guaranteed upon graduation, so many students aim to keep laser-
focused only on what will lead to employment.
Students are already busy with work and school, so a novel approach like this can
feel like busy work. The ePortfolio is not meant to be a souped-up resume, however,
instead it is a tool for students to connect their own experiences and find the value in
them (Young, 2002). The end result will be more confident, well-rounded young
professionals entering the job market and representing the young game design program.
Contrary to student assumptions, many studios are looking for higher order skills
that are hard to display on a resume or even with a portfolio consisting only of work
examples (Swacha et al, 2010). Students in game design programs at liberal arts
institutions should capitalize on all of the coursework in the four years and a reflective
ePortfolio can do just that (Young, 2002). This can set them apart from those with no
post-secondary education or students at two-year colleges more focused on art or
programming specifically. The Swacha study highlights the discrepancy between
student views of necessary game development skills and what industry producers view as
valuable. Designers in the industry are looking for creativity and communication more
than technical skill, with the thinking that the former are far more difficult to identify or
teach (Swacha et al, 2010). The students polled thought the exact opposite to be true, so
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this can manifest itself in students not even attempting to display these unique skills,
thinking them irrelevant.
Faculty participation is paramount also. In addition, expecting faculty to adopt
this new format and accept some responsibility for issues that might arise with the
software would require buy in. Faculty who come from the industry would see how this
setup allows for their unique perspective to become part of the assessment process.
Coupling this fact with the advantage for students would make a strong case for the
hybrid ePortfolio—not to mention the idea of bringing credibility to a new field—with
faculty. If this is note the case, demonstration of how the portfolio might streamline
grading and assessment should seal the deal.
The IGDA guidelines call for things ranging from the cross-cultural anthropology
of play to “writing for the radio.” While acknowledging that not all of these objectives
can be met, this guide presents a challenge to schools wishing to teach a generalized
game design curriculum. In previous studies on teaching game design, no one has
provided a valid answer to the quest of scope and priorities for content, leaving programs
to fend for themselves. Educators have a different take on the IGDA guidelines however,
as they can be distilled into a series of student learning outcomes. Rather than learn
puppetry and “game analysis,” a new program can try and find an efficient way to meet
the goals of the IGDA guidelines through a series of higher order skills (some call these
soft skills) like critical thinking and creativity.
The role of new game design faculty will be discussed further when assessment is
addressed, but their industry experience will be a major factor is establishing best
practices for college-level game design. Bridging the gap between specific technical
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skills and intangibles should involve industry insiders. This will enhance the quality of
instruction and also students’ employability. Faculty represent the industry in this
process, so their experience is valuable outside of the classroom in ways they may not
have expected.
Interconnectedness of Industry
Although studios have very specific roles for individuals to play, required given
the immense scope of their undertakings, it is true that some within the “shop” can find
themselves in different duties. Some roles that require less technical skill, like writing,
often can go to the person drawing the shortest straw (Dille & Zuur Platten, 2007).
Writing is an interesting example as narrative content becomes more important in game
design, but it is an example of why a learner portfolio can aid game design job applicants.
If a skilled programmer/animator/designer can efficiently show promise in other areas, it
stands to reason that they would be more attractive to those doing the hiring. Just as
advances in art and game play mechanics have driven competition in the past, story
content informed by liberal arts and other disciplines are needed if the industry wants to
go head-to-head with the entertainment “big boys” (Pratchett, 2007). Again, someone
possessing skills, knowledge, even just a different frame of reference can add depth to the
design team.
Efficiency is the key, though, as many in studios look at ePortfolios for less than a
minute (Flack, 2011). It can be that the studio is looking for something very specific that
is apparent with a quick review, but even careful presentation of standard elements can
play a help one stand out. Writing skills are used throughout the whole process of design,
and the problem solving involved is the true key (Saltzman, 2004). A student who learns
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to articulate their own process can translate this later on to studios. A traditional learner
portfolio asks students to reflect on their work and make connections between
experiences in different classes. If a game design curriculum is meant to be
comprehensive—to the extent possible—then constructing meaning out of the disparate
course content gives the student a greater experience.
This translates to the industry directly, as the studio design process means
hundred of skilled individuals working on the same project in different capacities.
Although one’s role may be specific, the ability to contextualize that work in the larger
scope of things is invaluable. The idea of being able to communicate intelligently with
everyone involved in the process is a noble goal, so finding a way to present this to
employers is important.
Displaying the value of liberal arts education helps a student build a stronger
sense of his or her skills while allowing that non-major coursework to enhance game
design projects. Helping faculty find value is the first step, which should naturally lead
to students embracing the concept. The ePortfolio facilitates this change inside the
university and hopefully begins to give weight to the liberal arts part of the curriculum to
students’ job prospects. There are other uses for ePortfolios inside the university, though,
that can get help establish a young program in the game design industry in the university
community and the academy at large.
Assessment
The use of ePortfolios is also a valuable tool for assessment within the university.
In a complex curriculum like game design, with many disparate fields, communicating
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student achievement in a meaningful/portable way is paramount. Program review
practices are simple, calling simply for educators to clarify goals, collect data, and then
compare results to preset data (Black & Klein, 2002).
Using ePortfolios as a tool for a assessment at the university level can be a
daunting concept to faculty. There is a real—justified to an extent—apprehension that
assessment will be used against faculty (Driscoll & Wood, 2007). Seeking buy in from
faculty must happen quickly, as assessment also seems very tedious and perhaps the least
glamorous side of the profession—perhaps a close tie with grading. Relating student
learning outcomes to industry needs may achieve this buy in. After all, a school’s
standard regional accrediting body probably does not have existing criteria for assessing
game design, so faculty expertise can blaze a new trail. Traditional methods of
assessment, paper-based specifically, cannot really capture all of the skills game design
students possess. An ePortfolio-based curriculum can display those skills while
borrowing from practices in the industry, making new instructors’ professional
experience more relevant to the academy. The end result will mean buy in from faculty
as they can mold the curriculum in ways relevant to the industry.
Even with disciplines and schools based more on technical skills, ePortolios that
incorporate other non-tangible skills have found success. Rose-Hulman introduced their
RosE Portfolio system in response to accreditation standards with great success (Basken,
2008). The results of assessment with RosE meant that instructors and administrators
could constantly revise course content to fit the needs of the school. Another, perhaps
unexpected result was university-wide. Before RoseE, the university’s individual units
pursued individual missions, but after the switch to ePortfolio the programs could all seek
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a unified vision. Adding elements like leadership and ethics to basic subjects in
engineering and physics enhanced the student experience and gave them an advantage,
albeit a small one, over their competition. The nuance allowed by a reflective portfolio is
conducive to this kind of assessment, so just as students applying game design jobs have
a chance to show their creativity and communication skills, academic units can monitor
and promote those skills throughout the entire four years.
This is where the industry-focused game design curricula can intersect with
university general education goals. Higher order skills are not exclusive to any one
discipline even though they may be hard to display for such a non-traditional field like
game design. Using a learner portfolio, still geared toward industry, can display that
game design program is indeed fulfilling the university’s mission in regards to outcomes.
It is widely accepted that programmatic assessment for professionally-focused fields use
web portfolios (Palomba, 2002), so the faculty can set up assessment efforts in a way that
is industry relevant while at the same time proving educational relevance to the
uninitiated. Without the ePortfolio, though, these benefits are wasted.
Instructors can set forth the standards to students in a web portfolio to aid in
instruction aided by the easy access for the parties involved. Faculty can use the insight
provided by ePortfolio assessment to make “fairly swift changes in curricula and teaching
methods” (Suskie, 2009, p. 99). Organizations like the IGDA prescribe such rigors for
potential programs, that meeting them can be unrealistic. With a real-time assessment
tool present, a new program can make changes on the fly to better serve the students.
This can also lead to faculty development for those not steeped in academia.
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Game Design Instruction
Even one of the industry’s best, probably with great teaching skills, may still
struggle as a university professor—not due to a lack of expertise, but rather the limits of
150 minutes a week for a mere 15 weeks. Programs should rely heavily on industry
expertise, but careful assessment can help those new to education better understand how
to create a curriculum. Acknowledging that the university classroom/studio may not be
the ideal place to create a designer, instructors from the industry must adapt.
Hoekstra (2003) points out that an individual website is the best way into the
game industry. A little dated now, Hoekstra’s advice still rings true, but with the secret
out almost everyone in the job market for game design has an ePortfolio. Instructors
need to embrace this fact and pass it along to students. This can be as simple as only
accepting assignments via the portfolio, or just making the review of the sites a small but
important part of each course. This helps in a practical sense, as students are aware of the
need for a web portfolio and have a head start in its creation, but also by promoting the
contextualizing that the process demands. And although ambitious, this process might
also lead to students revisiting work after the semester.
Creating this context also gives each instructor and potential employer a chance to
know the student in total (Young, 2002). This aids in instruction particularly, as students
with some freedom in design can be given guidance specific to their own aesthetic. Just
as the brief look at portfolios can mean quick dispatch of an applicants hope, one who has
a specific style and type of content can land the lob with that brief look (Hoekstra, 2003).
This is not to say that students must laser focus on something specific, but that teaching
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with the ePortfolio allows for instructors to see strengths across courses—the reflective
traditional portfolio piece should do the same for the student.
As many game educators come from industry, though, they may see reflection as
a result course content/lecture/text consumption and means of assessment rather than a
valuable tool in and of itself. The a perception that until students have been steeped in
design concepts and practical instruction, they lack the ability to make a worthy
contribution and may instead run rampant with their uninformed views and opinions,
hurting the instructor’s effectiveness in filling the tabula rasea of budding designers.
Implementing the ePortfolio system at the outset of study, however, situates the student
in the field of study and professional. This allows them to start forming the connections
and think deeply about design before they have the ability to create a simply demo,
character model, etc.
Recruitment
As discussed previously all aspects of the development process relay on written
and oral communication to an extent, but some of the most vital aspects of game design
education rely on skills developed outside of the core curriculum. As game design
programs grow in number, students need to make distinctions concerning the quality of
programs. Much of this is based on job stats and faculty profile, but looking at curricular
differences is telling. Basken (2008) presents ePortfolios as an answer to data for
accreditation, but they could just as easily apply to recruiting students to the school itself.
Parents might wonder what a student will learn studying game design, and the valuable
skills acquired need to be exposed to dispel the myth that game design students just play
Halo all day.
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Beyond job placement data, some tips when looking at game design schools
include checking industry sites for student writing to gauge the quality and complexity;
they also warn of courses that simply teach industry tools, favoring those that focus on
design concepts instead (Penny Arcade, 2012). The analysis and critical thinking
required in this pursuit needs students to have the skills provided by the liberal arts
curriculum and displayed in various ways. In other words, a game design curriculum
should not be vocational. Instead, it should give students a chance to develop the means
to create with the tools of the industry, not just reproduce.
The “IGDA Curriculum Outline” (2008) echoes this sentiment, placing a great
deal of emphasis on critical game studies. They cite the need for an interdisciplinary
approach that borrows from other liberal arts disciplines like literature and history.
Echoing the study by Swacha et al (2009), it appears that demonstrating this ability
makes students more marketable when attempting to enter the industry. This is where the
classic learner portfolio used in the liberal arts intersects with the industry.
A brief note before proceeding: When students were asked if they would like to
study game design in some capacity, 97% of those surveyed answered affirmatively
(Swacha et al, 2009). Those last 3% were indifferent.
When asked about the forms of classes most beneficial to game design, the
responses of students were telling in that they thought that a laboratory setting for game
implementation (development) was the most important part of getting into the game
industry. Of the industry producers polled, however, roughly 80% valued theory, case
study, and collaborative design over actual game implementation (Swacha et al, 2009).
These skills are available to students across the curriculum. We have discussed how buy
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in from faculty can make these liberal arts courses relevant to students, but conveying
that to the general public will show value to parents and excite students in regards to their
entire 4-year experience
Conclusion
Game design is a new discipline in higher education; it is still establishing best
practices. Students want a curriculum that prepares them for the industry, but there is no
formula to land a triple-A studio job. The industry wants higher order skills, but does not
have an efficient way to find them in applicants. A young game design program, then,
can bridge these two expectations while observing the necessary components of
assessment and instruction mandated by the university. The ePortfolio is the most
practical tool to meet these needs, but incorporating ideas from the traditional learner
portfolio—a focus on collected experiences in and out of the classroom, creating context
—deepens the students learning during their four years and employability upon
graduation.
The concept of the learner portfolio is decades old at this point, and digital
portfolios have been around for years, but game design needs to utilize the affordances of
both to better educate students while establishing best practices for the individual
program and the discipline at large.
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Literature Review
In forming this position, resources from both the game design industry and
education were sought. One interesting observation is the space to join the two. There is
a great deal of literature regarding assessment with portfolios and even their importance
for digital careers, but as of yet nothing relates these concepts to game design.One chief
resource for those not acquainted with game design education was provided by the
International Game Developers Association (IGDA). The association’s Game Education
Special Interest Group (2008) produced the IGDA Curriculum Framework: The Study of
Game sand Game Development (v 3.2 beta) for educators and students alike. Noting the
growing popularity of the field and the need for scholarship and study of industry
practices, the document points out that progress in games education “will only come
about when academia and industry work together” (p. 1). Ambitious, the document lays
out 30 pages of key topics that should be covered by a program in computer game design.
The document, then, is less of a practical guide for programs to follow and more of a
wish list created by the industry. Many of the recommendations echo those common in
student learning outcomes used in general education.
Palomba (2002) discusses several methods for scholarly assessment of student
learning outcomes in her chapter, “Scholarly Assessment of Student Learning in the
Major and General Education.” She outlines capstone assessment—the popular model in
game design education at the moment—as an opportunity for students to present the
artifacts produced to “faculty, outside specialists [read potential employers], the
university community, or the general public, often defending or explaining what was
done” (Palomba, p. 207). The author also holds “particularly professionally-oriented
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subjects” will find greater use in ePortfolios for assessment and instruction. Palomba
warns, however, that “implementing successful portfolios is a difficult challenge, and
some campuses have already experimented with and abandoned this approach to
assessment” (p. 210).
Martin Nikirk (2008) sings the praises of digital portfolios for students in
interactive media fields in his article “Digital Portfolios,” from Tech Directions, saying
that “students can demonstrate their skills at working with software tools, demonstrate
proper use of materials, explain technical procedures, show and understanding of
processes and systems, and present samples of original production work” (p. 13). His
portfolio plan espouses the importance of audio design, teamwork activities, and the
writing skills the program hopes to deliver to students. Boldly, Nikirk claims this type of
portfolio is important because “it can ensure students will get interviews and ultimately a
good job at the end of their formal education process” (p. 14). Nikirk’s approach to the
portfolio is focused on industry, requiring that students frequently research job postings
and tailor their portfolios accordingly.
Lopez-Fernandez and Rodriguez-Illera (2009) see digital learner portfolios as a
means for assessment purely for their educational value. In “Investigating University
Students’ Adaptation to a Digital Learner Course Portfolio,” from Computers &
Education, the authors remind that the electronic collection of artifacts aids assessment
efforts and create an efficiency that allows for faster, more meaningful, changes to
courses and programs. The authors remind us that the main role of these portfolios
(contrary to what Nikirk finds) is to “enhance learning through reflection” (p. 609).
Lopez-Fernandez and Rodgriguez-Illera point out that about half of the students in their
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study had positive feelings when moving to a digital portfolio system, “while the other
half showed negative feelings such as insecurity, confusion, and boredom” (p. 611). One
can reasonably assume that these feelings of apprehension would be less prevalent in a
program that focuses on computer technology, so the warning is heeded, but not alarming
enough to avoid this method of assessment altogether. A young discipline inhabited by
digital natives would be a great place to use digital portfolios while keeping with trends
in education and assessment. They have proved valuable in other more traditional
disciplines, but surely have the added bonus of being required by the game design
industry.
Reinforcing the role of ePortfolios in assessment specifically in “Electronic
Portfolios May Answer Calls for More Accountability (Basken, 2008) shows that
electronic portfolios are currently even more valuable in relationship to policies instituted
by the Bush administration. With new scrutiny on education, documenting learning
outcomes needed to be streamlined. Universities using ePortolios in courses have a
computerized format that allows for direct access to student work and achievement of
outcomes. Moreover, ePortfolios actually generate learning instead of just documenting
it. Basken sites Rose-Hulman’s early adoption of the technology. The school focuses on
disciplines like chemistry, civil engineering, and physics, but the ePortfolio allowed them
to add “professional skills” like leadership, teamwork, and ethics to their learning
outcomes (Basken, 2008), asking faculty members to incorporate these professional skills
into their existing courses. In the game design curriculum this exact model should work,
especially with industry guidance.
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Beyond assessment, ePortfolios have displayed value for students and employers
since their arrival. In “’E-Portfolios’ Could Give Students a New Sense of Their
Accomplishments,” Jeffrey Young (2002) gives an overview of the landscape when the
technology was first being adopted. Instead of just a resume, students could hand
employers a CD-ROM that included examples of work, a deeper look at their studies in
general, and even video testimonials from professors and employers. This is a great idea
for the job market, and now that we can take the disc out of the equation, the benefits
have a greater reach. This is of particular importance in game design, as students can
display the relevance of all their studies to the field in hopes of placing them above other
applicants who only possess the technical skills.
Mencher and Crosby (2003) write about how to break into the competitive
computer game design business. In their chapter, “Breaking Into the Games Business,”
they share a now commonplace thought: “When applying for a game job, candidates must
be able to demonstrate their skills, usually with demos” (p. 22). A text resume still has
some importance in the industry, so applicants must set themselves apart by
demonstrating their skills on demand in a portable, easily accessible format. The authors
also go a step further, instructing hopefuls to get a personal website and email address.
As websites for candidates are common today, incorporating them into the game design
program seems logical. Instead of the digital portfolio being an add-on assessment tool,
it can serve a dual purpose that all but insures honest effort and buy-in from students.
Fairly new and as such not given must weight in hiring decisions, industry-
experienced faculty need to help students present their work on the job market. In the
Ultimate Guide to Video Game Writing and Design (2007), Dille and Zuur Platten point
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out that respect for game design degrees is slowly increasing and will continue to as long
as schools take industry conventions into consideration.
Skeptical of game design programs, Kenn Hoekstra (2003) reinforces the fact that
the way into the industry is through a digital portfolio in his chapter, “Getting a Job in the
Game Industry.” He recommends that applicants bolster their digital portfolios with
modifications of existing games (mods) from the studios being applied to in order to
show their skills in relation to the aesthetics and content of the specific studio where they
are seeking employment. Hoekstra also echoes the need for original digital content,
saying that “[d]egrees […] pale in comparison on your resume to actual, finished game
code,” and that “producing your own game demo shows potential employers that you are
familiar with games and what makes them work” (pp. 32-33). This advice can only be
heeded with an online portfolio, and the industry standard is presentation through a
website.
Further supporting this view, Moore and Novak (2010) state bluntly that a
“personal website is the best way to organize and present your work” (p. 131). For
applicants looking for their first job, the authors even cite the need for presenting a
representation of the applicant’s work that shows how the he or she has grown as an
artist/programmer/designer. The reflection required for a digital learner portfolio will
articulate this change, while also demonstrating the communication skills that those in the
industry seek. The guidelines for this type of website/portfolio outlined in the text could
serve as a base for a scoring rubric. Relating students’ work to guidelines in the Game
Industry Career Guide (Moore & Novak, 2010) will go a long way with student buy-in.
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In their chapter “Program Review: a Spectrum of Perspectives and Practices,”
Black and Kline (2002) outline several approaches to evaluation. When considering
these, the goal-based approach seemed to fit best. A simple four-step process, the goal-
based approach looks as follows: “1) goals are clarified; 2) indicators of goal attainment
are defined; 3) achievement data are collected, and; 4) results are compared to pre-set
criteria” (p. 228). As many game design faculty come from the industry, laying out these
simple guidelines should clarify the process of assessment. Faculty with industry
experience will be necessary to set the indicators of goal attainment, as the profession is
currently cloistered to some extent when it comes to what a studio is seeking.
Game design faculty also need to self-assess in order to improve new curricula.
In, Assessing Student Learning: A Common Sense Guide (2009), Suskie warns that
programs should assess what students do not have a chance to learn. An efficient, agile
means of assessment via the ePortfolio allows internal assessment and self-reflection
among faculty to ensure this is not the case. Suskie also delivers some advice on building
a curriculum from scratch that adds value to the efforts of a nascent game design
program.
Driscoll and Wood (2007) offer great insights in Developing Outcomes-based
Assessment for Learner–centered Education: a Faculty Introduction. The authors remind
us that combating distrust with faculty is a major hurdle that must be overcome when
trying to perform assessment where it has not happened before. Driscoll and Wood point
out that there are “legitimate fears and reasons for resisting” that “assessment will be
used against faculty” (p. 32). The program must seek buy in from these new professors
early on, so the idea of focusing on industry standards becomes even more important.
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Theresa Ford (2010) discusses resources of this type in “Growth in Disciplinary
Resources for Assessment in the Liberal Arts.” Stated explicitly, Ford tells us that
Whether faculty are assessing an academic program, the general education
curriculum, or an interdisciplinary major, discipline-based resources address the
assessment needs of faculty in ways that generic-based resources do not, and
thereby encourage faculty ownership of, and engagement in, assessment of
student learning (p. 2).
In a new field like computer game design, this rings true. The basic goals of many
academic programs, like improved communication and critical thinking, must also be
bolstered by goals specific to this discipline like skills in design and with various kinds of
software, industry resources echo this claim.
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References
Basken, P. (2008). Electronic Portfolios May Answer Calls for More Accountability. Chronicle
Of Higher Education, 54(32), A30-A31.
Black, K. E., & Kline, K. A. (2002). Program review: a spectrum of perspectives and practices.
In T. Banta (Ed.), Building a scholarship of assessment (201-222). San Francisco, CA:
Jossey-Bass.
Dille, Flint & Platten, John. The Ultimate Guide to Video Game Writing and Design. New
York: Random House, 2007.
Driscoll, A., and Wood, S. (2007). Developing outcomes-based assessment for learner-centered
education: a faculty introduction. Sterling, VA: Stylus Publishing, LLC.
Flack, K., (2011, November). Making it in the Games Industry. Presentation at George Mason
University, Fairfax, VA.
Ford, T. (2010). Growth in Disciplinary Resources for Assessment in the Liberal Arts.
Assessment Update, 22(6), 1-15. Retrieved from EBSCOhost.
Hoekstra, K. (2003). Getting a job in the game industry. In B. Bates (Ed.), Game Developer’s
Market Guide (29-36). Boston, MA: Premier Press.
International Game Developers Association. (2008). IGDA curriculum framework: the study of
games and game development: version 3.2 beta. Retrieved from
http://www.igda.org/wiki/images/e/ee/Igda2008cf.pdf
Lopez-Fernandez, O., & Rodriguez-Illera, J. (2009). Investigating university students’ adaptation
to a digital learner course portfolio. Computers & Education, 52(3), 608-616.
doi:10.1016/j.compedu.2008.11.003
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Mencher, M., & Crosby, O. (2003). Breaking into the game business. In B. Bates (Ed.), Game
Developer’s Market Guide (15-28). Boston, MA: Premier Press.
Moore, M. E., & Novak, J. (2010). Game development essentials: Game industry career guide.
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education. In T. Banta (Ed.), Building a scholarship of assessment (201-222). San
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Penny Arcade (2012, October). Season 5. episode 3—on game schools [Video file]. Retrieved
from http://penny-arcade.com/patv/episode/on-game-schools
Pratchett, R. (2007). In C. Bateman (Ed). Game writing: Narrative skills for game designers
(189). Boston, MA: Course Technology.
Saltzman, M. (Ed). (2004). Game creation and careers: Insider secrets from industry experts
(215). San Francisco, CA: New Riders Games.
Suskie, L. (2009). Assessing student learning: a common sense guide. San Francisco, CA:
Jossey-Bass.
Swacha, J., Skrzyszewski, A., & Syslo, W. A. (2010). Computer game design classes: The
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Young, J. R. (2002). 'E-Portfolios' could give students a new sense of their accomplishments.
Chronicle Of Higher Education, 48(26), A31.
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